This statement is almost 100% opposite from the goals of the game is design.
Bosses are there to give a challenge to engaged players, part of the challenge is to create clans and groups that are balanced and able to take on difficult enemies. Really we would much rather potions and idols were not used during boss fights so players could face a genuine challenge, but since this isn't possible we have added timers that limit how many can be consumed in order to keep things from being trivial.
I'll repeat, bosses exist to challenge and reward engaged players. Some players play very often and so need a very difficult challenge. Others play much less and need easier challenges, hence the wide variety of bosses in existence. Bosses do not exist to generate revenue.
Well, my clan is #3 in our world and we have to get all our highest level people on just to kill all-seeing. We are talking lvl's 120-160. We were just starting to get some sizable bosses down before the update in the OTW, but now we are back to square 1 and have trouble with all seeing. This is where the problem comes in, we were starting to be able to stand on our own now we can't even crawl. This boss change really has pulled the rug out from under a lot of established clans like mine.
My approximation is that enraged kills genuine strong attempts at a boss 10x more than preventing someone from locking and holding a boss. I don't know why 30 minutes on enraged would be too long.